Star Trek: TNG & DS9 Jumpchain V 1.0 Beta
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Star Trek: TNG & DS9 JumpChain V 1.0 Beta KOTOR Anon Intro Space: the final frontier. Blah, blah, blah, voyages, blah, blah, mission to explore the galaxy, whatever. Hello there, you probably don't know me, that's fine I'm a bit of an enigmatic person, in fact humans in this universe didn't even know I existed until a short time ago. Anyway your little friend Hopchan, or whatever her name is, brought you here to entertain her. Now, I know normally she'd be the one giving you the intro, but I just found this whole thing so interesting that I've decided to tag along, yes, that's right, you'll have to entertain ME as well. You're going to arrive in 2365, one year after the first mission of the USS Enterprise-D. A lot of very interesting things will be happening in the next ten years, the Federation will make new enemies, superpowers will rise and fall, and you'll be here to experience it all. You get 1000cp to spend on the choices below. Good luck human, you'll need it. - Q Starting Location: 1. Earth: You arrive on the streets of San Francisco. Earth is the very heart of the Federation, and one of the most important planets in the entire galaxy. Age & Gender Roll 1d8+20 to decide your age, and keep your current gender. You may also pay 50cp to decide your gender and age on your own. Note; your age must remain within the roll range. Backgrounds 1. Drop-In [Free]: You suddenly appear out of nowhere in the middle of starfleet command! Fortunately the people here are used to weird stuff happening, so as long as you have a good enough excuse (or enough power to blast your way out of the building.) you shouldn't find yourself in too much trouble. You will not gain any memories of a life you've not lived, and you will have no history in this world at all once you arrive. 2. Defense [100cp]: It's a dangerous, and often underhanded job, but someone's got to do it. You're a member of either the Security or Intelligence branch of Starfleet, working to ensure the safety of the Federation & it's citizens, and bring about the defeat of your enemies. Security officers work as soldiers, guards, and military officers in order to protect the Federation directly. Members of Starfleet intelligence however operate as spies and spec-ops agents, working behind the scenes to gather information for the Federation and conduct secret missions. There's also rumor of a top-secret agency know as Section 31, a clandestine agency that goes against everything the Federation stands for in order to ensure victory. 3. Health & Science [100cp]: Never really one to enjoy fighting, you decided you wanted to help people and try to make a difference in the world. You're a member of the Medical branch of Starfleet (Which for some reason always seems to do way too much science for a medical branch.) and you'll soon be responsible for taking care of the crew of a starship. As a medical officer you can expect to have pretty much all the same responsibilities as a modern day ship doctor, except you'll have the benefits of advanced technology & scientific knowledge to draw upon. 4. Command & Operations [100cp]: The stories of new life and new civilizations inspired you to become an officer. You've been trained in one of the many fields necessary to keep Starfleet running smoothly. Whether you're a communications officer, an engineer, or just the guy who operates the teleporter, you can be sure that you'll always have a lot of work to do, and that your occupation may change every few seasons months. 5. Pirate [150cp]: You've spent your entire life traveling the galaxy with a band of rouges from several different species, but you have recently decided to leave them so that you can seek fortune on your own. The life of interstellar piracy has been dangerous, but also incredibly rewarding. You have a wide range of skills, an intricate knowledge of starships, a lifetime of experience with aliens, and a large network of contacts all across the galaxy. You have a small criminal record in the Federation databse, but it's not severe enough to warrant your immediate arrest. Species Either roll 1d8 to decide what species you become, or pay 100cp to decide yourself. 1. Human: Humanity is one of the four founders of the United Federation of Planets, and has played major roles in the last several hundred years of interstellar history. 2. Vulcan: An elf-like species with a religious devotion to logic and emotional suppression. Vulcans are the one of the founding members of the Federation, and were the 1st alien species ever encountered by humanity. They're notable for their long life spans, great physical strength, and incredible psionic abilities. (Add 40 years to your age.) 3. Klingon: A highly aggressive and dangerous species with a long standing warrior culture. The Klingons, both as a species and as individuals, are one of the Federations oldest enemies. They've been in several conflicts with the Federation over the course of it's history, and have held hostility towards humanity before the Federation even existed. Physically, Klingons are incredibly strong and durable, but they're intelligence is often hindered by their emotions. 4. Bajoran: Currently under the control of the Cardassians, the Bajorans are a fierce yet spiritual species who worship powerful beings know as the Prophets. They do not have any significant mental or psychical advantages, but it is believed their lifespan may be slightly longer than an average humans. 5. Trill: A human-like species with spots running along their bodies. They're members of the Federation and have the same level of technology as humanity. Oh, and they're also able to bond with symbiotic organisms that record the memories and personality of each host they've been implanted in. Trills joined to a symbiote are rare, both because of how few symbiotes exist and because of the strict selection process someone must go through to receive one. For simplicities sake, you begin as an un-joined Trill, but you may be able to acquire a symbiote during your time here. 6. Betazoid: A peaceful species with human-like features and powerful telepathic abilities. Betazoids are physically indistinguishable from humans in every aspect except for their solid black irises. They posses natural telepathy and can easily sense the thoughts and emotions of any living thing. Betazoids are members of the Federation, and commonly serve as either counselors or negotiators. 7. Andorian: One of the founding members of the Federation, the Andorians are a proud and militaristic species. They rely on their Antenna for balance and are able to survive in a wide range of environments. 8. Caitian: A feline species with fur and golden eyes. Caitians are members of the Federation, they have a reputation for being intelligent, loyal, and cooperative. Their physical attributes are low-light vision, incredible hearing, and soothing voices that many species find comforting. Skills If you purchased any background other than Drop-In you receive 2 free skills from the category that matches the background you chose. All other skills in that category not picked up for free are 50% off. Pirates can select 3 free skills but do not have any discounts. You can purchase any skill from any category. All skills are 100cp by default. Defense 1. Combat: Hand to hand fighting is an ancient and quintessential skill for every soldier no matter what time period. 2. Stealth: Your ability to sneak around unnoticed. This will help you take down enemies unnoticed, infiltrate secure facilities, and steal thing without being detected. 3. Weapons: Knowledge in the operation and repair of personal and mounted weaponry. 4. Espionage: Manipulation, subterfuge and information gathering skills that are essential for every good spy. Health & Science 1. Medicine: Training and knowledge in First-aid, diseases, surgery, anatomy, health and nutrition. You're a fully qualified doctor of the 24th century. 2. Robotics: A combined study of mechanical engineering, and computer science. You learn how to make a wide array of machines, and you could even figure out Android or Borg technology if you studied it enough. 3. Physics: How the universe works. The law of gravity, the conservation of matter & energy, quantum physics, etc. Remember though, there are dozens of creatures in this universe that defy the laws of human physics, so you may want to try and rewrite a few of these books while your here. 4. Physical Sciences: Understanding of the natural laws which govern the physical world. Biology, chemistry, geology and ecology. Again, you may want to rewrite a few of these books while you're here. Command & Operations 1. Engineering: You've been trained in the maintenance and repair of Starships. Not only do you have a significant amount of mechanical and computer knowledge, but you also know a great deal about physics. 2. Communications: You're fully versed in reading and operating digital transmissions and sensors. You also have training in linguistics in and diplomacy. 3. Piloting: How to operate starships and other space worthy vessels like shuttles and Runabouts. 4. Navigation: Training in how to locate your position and plot courses. You can navigate both with a computer, and without one using astronomy. Perks & Abilities 1. Investigator [100cp]: You have a knack for discovering secrets and finding out useful information.